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. 2018 Jun 13;15(2):20180005. doi: 10.1515/jib-2018-0005

Figure 2:

Figure 2:

Schematic drawing of GPU-based raycasting: for each sphere, a proxy geometry that covers the whole sphere is rendered (blue quad in the image plane). For each fragment of this quad, a view ray is computed in the pixel shader and a ray-sphere intersection determines whether the actual sphere is visible through this pixel. Our objective is to assess the rendering speed of the custom GPU used by HoloLens for such shader-based methods. We also compare this approach to traditional rendering methods based on triangle meshes.